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big refactor
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This commit is contained in:
Sebastian Unterschütz
2025-11-25 18:11:47 +01:00
parent 6afcd4aa94
commit 732f507547
17 changed files with 1519 additions and 1295 deletions

107
static/js/render.js Normal file
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function resize() {
// 1. INTERNE SPIEL-AUFLÖSUNG ERZWINGEN
// Das behebt den "Zoom/Nur Ecke sichtbar" Fehler
canvas.width = GAME_WIDTH; // 800
canvas.height = GAME_HEIGHT; // 400
// 2. Verfügbaren Platz im Browser berechnen (Minus etwas Rand)
const windowWidth = window.innerWidth - 20;
const windowHeight = window.innerHeight - 20;
const targetRatio = GAME_WIDTH / GAME_HEIGHT; // 2.0
const windowRatio = windowWidth / windowHeight;
let finalWidth, finalHeight;
// 3. Letterboxing berechnen
if (windowRatio < targetRatio) {
// Screen ist schmaler (z.B. Handy Portrait) -> Breite limitiert
finalWidth = windowWidth;
finalHeight = windowWidth / targetRatio;
} else {
// Screen ist breiter (z.B. Desktop) -> Höhe limitiert
finalHeight = windowHeight;
finalWidth = finalHeight * targetRatio;
}
// 4. Größe auf den CONTAINER anwenden
if (container) {
container.style.width = `${Math.floor(finalWidth)}px`;
container.style.height = `${Math.floor(finalHeight)}px`;
}
// Hinweis: Wir setzen KEINE style.width/height auf das Canvas Element selbst.
// Das Canvas erbt "width: 100%; height: 100%" vom CSS und füllt den Container.
}
// Event Listener
window.addEventListener('resize', resize);
// Einmal sofort ausführen
resize();
// --- DRAWING ---
function drawGame() {
// Alles löschen
ctx.clearRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
// Background
if (bgSprite.complete && bgSprite.naturalHeight !== 0) {
// Hintergrundbild exakt auf 800x400 skalieren
ctx.drawImage(bgSprite, 0, 0, GAME_WIDTH, GAME_HEIGHT);
} else {
// Fallback Farbe
ctx.fillStyle = "#f0f0f0";
ctx.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
}
// Boden
ctx.fillStyle = "rgba(60, 60, 60, 0.8)";
ctx.fillRect(0, GROUND_Y, GAME_WIDTH, 50);
// Hindernisse
obstacles.forEach(obs => {
const img = sprites[obs.def.id];
if (img) {
ctx.drawImage(img, obs.x, obs.y, obs.def.width, obs.def.height);
} else {
ctx.fillStyle = obs.def.color;
ctx.fillRect(obs.x, obs.y, obs.def.width, obs.def.height);
}
if(obs.speech) drawSpeechBubble(obs.x, obs.y, obs.speech);
});
// Debug Rahmen (Server Hitboxen)
ctx.strokeStyle = isGameOver ? "red" : "lime";
ctx.lineWidth = 2;
serverObstacles.forEach(srvObs => {
ctx.strokeRect(srvObs.x, srvObs.y, srvObs.w, srvObs.h);
});
// Spieler
const drawY = isCrouching ? player.y + 25 : player.y;
const drawH = isCrouching ? 25 : 50;
if (playerSprite.complete && playerSprite.naturalHeight !== 0) {
ctx.drawImage(playerSprite, player.x, drawY, player.w, drawH);
} else {
ctx.fillStyle = player.color;
ctx.fillRect(player.x, drawY, player.w, drawH);
}
// Game Over Overlay (Dunkelheit)
if (isGameOver) {
ctx.fillStyle = "rgba(0,0,0,0.7)";
ctx.fillRect(0,0,GAME_WIDTH, GAME_HEIGHT);
}
}
function drawSpeechBubble(x, y, text) {
const bX = x-20; const bY = y-40; const bW = 120; const bH = 30;
ctx.fillStyle="white"; ctx.fillRect(bX,bY,bW,bH);
ctx.strokeRect(bX,bY,bW,bH);
ctx.fillStyle="black"; ctx.font="10px Arial"; ctx.textAlign="center";
ctx.fillText(text, bX+bW/2, bY+20);
}